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Patch Notes 16/02/2019

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Dammy095
Posts: 371

Re: Patch Notes 16/02/2019

Post#131 » Sun Feb 17, 2019 2:15 pm

Angrisius wrote: Sun Feb 17, 2019 12:38 pm I can not understand why everyone is so happy with the patch?
I think this is one of the worst patches in the history of the server.
Let me explain why:
1. As soon as the players take the keep and the zone closes, almost no one goes to take BO because everyone is afraid that they will not be able to enter the Fort zone-a perfect example for RVR games!
2. When you open the Fort area there is a small portal around which accumulates so many players that most can not even poke him to teleport to the Fort
3. As a result, it turns out that the assault on the Fort gets a small number of those who are lucky enough to have time to get on the microscopic portal, and the rest should go in vain hope that they will have time to poke into the portal to a few seconds ahead of hundreds of other players

In the region chat, players are unhappy with the patch so much that you can most likely expect a massive departure of players if the situation is not corrected.
1. which BOs ? zone is locked, move to next zone which is fort
2. just add another portal, so people split
3. if i understand it correctly, there 96 attackers and 76 defenders, which is not that bad but could be increased more, yeah
and again,just add another portal


i really like this update, more content

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Natherul
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Re: Patch Notes 16/02/2019

Post#132 » Sun Feb 17, 2019 2:46 pm

another hotfix, OP updated

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Morf
Posts: 1247

Re: Patch Notes 16/02/2019

Post#133 » Sun Feb 17, 2019 2:54 pm

Some feedback from 2 fort fights, 1 as the defender and 1 as the attacker.

Appreciate the work put into them i imagine it took a lot of time and effort which i can only thank you for and i know its work in progress, also dont wana come across as over critical or negative but myself and others i played with struggle to understand the thinking behind them.

First thing is the player cap and instance type approach, i can understand it for city sieges in the future but i dont understand why forts are not just a slightly more complex/difficult keep fight, we had a player crash during the fort fight and they were unable to come back so we all ended up leaving so the person wasnt sat afk for an hour waiting for us which also meant we lost out on any chance for a bag or even the 4 invader medallions.

The portal is a nightmare, nobody remember the portals to city on live where players would just get farmed trying to get to city and unable to use the portal due to being in combat, not to mention the number of players standing on top of the portal praying they are not the ones to slow to click it and get left out.

Orbital artillery strikes also sucked, taking 3 k morale damage instantly hurt like hell and imo was not needed.

Rams working by themselves seemed odd, aswell as not being able to place oil or any type of cannon.

The jail is also a very strange idea and doesnt make any sense to me.

As for suggestions, imo please just make them like keeps with flag capture points in the courtyard, removing the instance type play so everyone can take part, allow attackers to spawn siege weapons and rams at the captured keep before the forts, allow defenders to spawn siege at the fort, remove the jail and just have have players respawn in the wc closest to the fort with portals for the defenders to use if the inner keep isnt under attack and you control more of the flags then the attackers which at the start would be all the flags, would also give mdps a role to ninja the flags to stop defenders getting an easy route to the fort.

I know its alpha work in progress, we ar here to test but honestly the current forts are over complex and weird, a simple keep type approach would of been just fine imo.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

navis
Posts: 784

Re: Patch Notes 16/02/2019

Post#134 » Sun Feb 17, 2019 5:46 pm

Feedback after a fort defense last night..

Before we learned that portals were to be in the citys, we did have some good battles to control the fortress-way entrances from T4.
I liked that there was no long runs expected after wipe inside the fortress, that players are intended to stay in the zone more like an instance.
The release mechanism (i know i know) just seemed to not make sense to me (and others) because you don't have a chance to get rescued. Might make more sense if some people have the chance to, such as randomly selected person in cage gets to respawn in various areas around the zone. That way they can try and at least make attempt to rescue the teammates?
I think it's a great idea if eventually the flags could behave more like PvP flags and be on the map.
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vanbuinen77
Posts: 297

Re: Patch Notes 16/02/2019

Post#135 » Sun Feb 17, 2019 7:26 pm

Are fortress purple bags suppose to contain weapons?
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vianiznice
Posts: 203

Re: Patch Notes 16/02/2019

Post#136 » Sun Feb 17, 2019 7:59 pm

Holy **** hell.

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Ninjagon
Posts: 528

Re: Patch Notes 16/02/2019

Post#137 » Sun Feb 17, 2019 8:20 pm

Thx for a new content.
I hope that the next hotfixes/patches will solve most problems we have now.
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Natherul
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Re: Patch Notes 16/02/2019

Post#138 » Mon Feb 18, 2019 9:04 am

yet another hotfix. OP updated.

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Ryzom
Posts: 234

Re: Patch Notes 16/02/2019

Post#139 » Mon Feb 18, 2019 9:08 am

Thx for your work.
Ni dieu ni maître

Sulorie
Posts: 7457

Re: Patch Notes 16/02/2019

Post#140 » Mon Feb 18, 2019 9:27 am

Won't people stay just as close as possible to fortress zone to avoid getting teleported out?
People fighting on the wrong side of map will still come to late to enter portal.
Dying is no option.

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